Starcraft II Wings of Liberty 2nd edition walkthrough August 13/10 1st edition released August 10/10 pjmacphee Table of contents 1) Introduction 2) Campaign 2.1) Liberation Day 2.2) The Outlaws 2.3) Zero Hour 2.4) Smash & Grab 2.5) The Evacuation 2.6) Outbreak 2.7) The Devil’s Playground 2.8) Welcome to the Jungle 2.9a) Safe Haven (If you pick Ariel Hanson) 2.9b) Haven’s Fall (If you pick Selendis) 2.10) The Dig 2.11) Whispers of Doom 2.12) A Sinister Turn 2.13) Echoes of the Future 2.14) In Utter Darkness 2.15.a) Breakout (If you pick Tosh) 2.15.b) Ghost of a Chance (If you pick Nova) 2.16) The Great Train Robbery 2.17) The Moebius Factor 2.18) Cutthroat 2.19) Supernova 2.20) Maw of the Void 2.21) Engine of Destruction 2.22) Media Blitz 2.23) Piercing the Shroud 2.24) The Gates of Hell 2.25.a) Belly of the Beast 2.25.b) Shatter the Sky 2.26) All In 3) Upgrade options 4) Laboratory Research 5) Unit info 5.1) Terran units 5.2) Protoss units 5.3) Zerg units 5.4) Hero units 5.5) Villian units 6) Structure info 6.1) Terran structures 6.2) Protoss structures 6.3) Zerg structures 7) FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Introduction ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This strategy guide is intended to give some tips to beating Starcraft 2 if you are having any difficulty. It listed all the objectives, and how to complete any non-combative ones. It gives my personal recommendations on research and upgrades accompanied by my reasoning. I dedicate it to my girlfriend Kat who is busy with take home exams from her university summer courses, because without her being busy with schoolwork, I wouldn’t have had the time to write this walkthrough. :p! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) Campaign Overview ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The order that missions are written are not in stone. It may even be helpful to do some of them in a different order. I would recommend that as soon as the memory crystal becomes available that you do all the Protoss missions. It will great enhance your laboratory research helping you in future missions without hindering you in any way. I would also recommend you do missions give you Protoss research points because I believe it to have the better research options. Try to get all research points in each mission. There is an excess of research points though out the campaign. Each excess point will be sold to Moebius for 10’000 credits. There are 25 extra research points possible providing an additional 250’000 credits. The second and third tier of Engineering Bay, and Armoury upgrades becomes available during the 10th and 17th mission respectively. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.1) Liberation Day ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You are given a marine task force lead by Raynor that you must use to complete the mission. At one point, you are given more marines to help you continue the fight. This is a micromanaging stage; Unit Acquired: Marine Mission objectives: Destroy the Logistics Headquarters Raynor must survive Secondary objective: Destroy Holoboards (6) Holoboard #1&2) On the path Holoboard #3) Across the road from Holoboard #2. Holoboard #2 is facing the third holoboard. Holoboard #4) To the left of holoboard #3 Holoboard #5&6) On the path If you destroy all the holoboards, the civilians will start to assist you against the Dominion forces. Mission Tips: After the first holoboard, there will be a bunch of marines dug in. Raynor mentions it to the adjent, after Raynor says “time to call in that favour we talked about” rush the dug in marines. Achievements: Liberation Day (15) – Complete all mission objectives Raynor’s Back (10) – Kill 5 enemies with Raynor on Normal. Down with the Mengsk (10) – Kill every enemy on Hard. There are 20 enemies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.2) The Outlaws ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the first mission where you are in control of the base. 45’000 credits Unit acquired: Medic Mission Objectives: Destroy Dominion Base Secondary Objectives: Rescue Rebels Mission Tips: Outside your base there are two pallets containing 100 mineral and 100 vesgene gas. Northwest of these pallets are three more pallets containing 300 minerals. These second pallets may be guarded depending on the level of difficulty you are playing. The rebels that require rescuing have a barracks and some supply depots in their base. There are more pallets located in their bases. If you rescue them in time, you will gain access to their units. Achievements: The Outlaws(15) – Complete all mission objectives. Cash Reward (10) – Collect all mineral and gas pallets on Normal. Be Quick or Be Dead (10) – Beat in less than 10 minutes on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.3) Zero Hour ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Completing this mission allows bunkers to be upgraded in the Armoury. 55’000 credits Structure acquired: Bunker Primary Objective: Hold out for evacuation (20 minutes) Research Opportunity: +3 Zerg (+1 per rescued rebel group) Rebel group #1) At 16:30 you will receive a request for assistance from a rebel group stranded outside the right path of your base. Rebel group #2) At 12:00 you will receive a second request for help from a rebel group stranded approximately one third of the map from the top and left sides. Rebel group #3) At 7:30 you will receive the last request from a rebel group who are rife in peril. They are located about half way up the map, and about a quarter of the map from the left hand side. There are sitting outside a Zerg base. Secret: In the top left hand base there is a secret. You will see a marauder walking into a port-a-potty. If you click on the outhouse 3 times, the outhouse will blast into space, and the words “Secret found” will be displayed. Achievements: Zero Hour (15) – Complete all mission objectives. Hold the Line (10) – Beat mission without losing or salvaging a structure on Normal. The Best Defense (10) – Destroy 4 hatcheries on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.4) Smash & Grab ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 110’000 credits Unit Acquired: Marauder Post-Mission Mercenaries: Hammer Securities (30’000) = +25% Health, +20% Damage, 2 squads, 2 units/squad. Primary Objective: 1) Get to the Artefact 2) Destroy the Statues Research opportunity: + 4 Protoss (relics) Relic #1) There is a relic right outside your entrance to your base. Relic #2) The second relic can be seen on the left side of your base. When you leave the base, turn left, there will be a Zerg defensive section on the way. Relic #3) The third relic is just to the right of the minerals on the map. Relic #4) The last relic is in the bottom right hand corner of the map. Its in a path to the right just before collecting the artefact. Mission Tips: Have a sizable force available before touching the green light near the artefact. The stone guardians will come to life short afterwards. If Peridian Turrets are available, have an SCV build one in front of each statue. The stone guardians will be too occupied trying to destroy the turrets to attack the soldiers. Achievements: Smash and Grab (15) - Complete all mission objectives Rock Solid (10) - Beat without losses to stone guardians on Normal. Hit & Run - Beat in less than 10 minutes on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.5) The Evacuation ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 100’000 credits Units acquired: Firebats Post-Mission Mercenaries: Devil Dogs (25’000) = +60% Health, +25% Damage, 2 squads, 2 units/squads Primary objectives: Reach settlement Escort 50 colonist to colony ship Research opportunity: +3 Zerg (chrysalises) Chrysalis #1) Near the colony ship. Chrysalis #2) On the left down the path the first bunker is guarding. Chrysalis #3) The path on the right the Zerg come out of to attack the convoy. When you reach the fork turn south and you will find it. Mission Tips: Put men in the bunkers and place a new bunker on the rightward path. Keep an SCV beside each of the bunkers to help repair them. You might want to place some supply depots in front of the bunkers to prevent Zerglings from damaging the bunkers.There are 100 minerals, and 100 gas on the path in the farm fields before reaching the settlement. Achievements: The Evacuation (15) - Complete all mission objectives. Handled with Care (10) - Win without losing a transport on Normal. Sacrifice Nothing (10) - Win without losing or salvaging a structure on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.6) Outbreak ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a “zombie” mission. Prevent the zombies from over-running your base, and destroy the means from which they come. The level of difficulty affect the length of day time. 110’000 credits Unit Acquired: Hellion Primary Objective: Cleanse the infestation (Destroy 144 buildings) Research Opportunity: +2 Zerg (Kill infestors) Mission Tips: The infestors only come out at night, but there location is marked on the map. The infected humans are spawned from the infected building, to minimize casualties destroy the buildings around the infestors and leave around 8 marines and a medic and to take it out. If you feel like you need more resources, there is a base expansion in the top right of the map. Achievements: Outbreak - Complete all mission objectives. 28 Minutes Later - Beat mission before the 5th night on Normal. Army of Darkness - Destroy 15 structures at night. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.7) The Devil’s Playground ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 110’000 credits Unit acquired: Reapers Primary Objective: Gather 7’000 minerals Research Objective: +3 Zerg (Kill the Brutalisk) Mission Tips: Make a few quick marines, and take your forces out the right entrance. Their will be a crystals and another ramp. Go up the ramp and defeat the small zerg forces, beyond this zerg force is another Command Centre and 5 SCVs. Take the fight to the Zerg bases. The Zerg attack very often, and the reapers inflict heavy damage on Hydralisks, and buildings. It will keep the mission more interesting and the Zerg bases have mineral and gas bonuses laying around their base. To complete the “Reaper Man” achievement you will have to attack the Zerg bases because many of the reapers are on platforms within. Depending on the level of difficulty the Brutalisk may only be damaged by the lava. Do some damage to the Brutalisk before tricking him into the lava or trick it into the lava twice. Achievements: The Devil’s Playground - Complete all mission objectives Red Lobster - Kill the Brutalisk with Lava on Normal Reaper Man - Locate all of Tosh’s crew on Hard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.8) Welcome to the Jungle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Completing this mission allows the missile turrets to be upgraded in the armoury. 120’000 Credits Unit acquired: Goliath Post-Mission Mercenaries: Spartan Company (40'000) = +33% health, +33% damage, 2 squads, 2 units/squad Primary Objectives: Gather Terrazine (7) Prevent Protoss from sealing 7 altars Reseach Opportunity: +3 Protoss (relics) Relic #1) Just outside the right entrance ramp. Relic #2) Left edge of the map approximately 2/3 of the way up the map, between two terrazine gas sections on the map. Relic #3) In between the two top right most terrazine gas altars. Mission Tips: There is a base expansion available approximately 1/3 of the map up above the right entrance ramp. Destroying all the Protoss structures and units grants instant victory if you prefer to fight. Achievements: Welcome to the Jungle (15) - Complete all mission objectives. Appetite for Destruction (10) - Prevent the Protoss from killing an SCV on Normal Its So Easy (10) - Prevent the Protoss from capping an altar on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.9.a) Safe Haven (If you pick Ariel Hanson) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Completing this mission allows SCVs to be upgraded in the Armoury. 125’000 credits Unit Acquired: Viking Post-Mission Mercenaries: Hel’s Angels (45’000) = +45% Health, +40% Damage, 2 squads, 3 units/squad Primary Objectives: Destroy Protoss Nexi (3) Destroy the Mothership (Purifier) Bonus Objectives: Destroy Terror fleets (3) The Protoss will send an arial attack force to wipe out all resistance before sending in the Mothership to destroy a colony. If you destroy the arial attack force, the colony ship will leave behind some minerals and gas. Research granted: +3 Zerg Mission Tips: The Protoss cannons and warping in of back-up units are enabled by the warp prisms (look like butterflies). The Vikings can take these units out very easily and it greatly decreases the Protoss’s defensive capability. Attacking the Purifier while it is attempting to destroy a colony doesn’t allow it to directly attack your units. It can still use its “Vortex” command to neutralize all units in its proximity, similar to the old Arbitor’s “Statis Field” ability. The Vortex command sucks the units into the vortex making it impossible to know how many of what units were sucked in. Units will warp in to protect the Purifier from attackers. Achievements: Safe Haven (15) - Complete all mission objectives You Shall Not Pass (10) - Save 3 colony outposts on Normal My Precious! (10) - Save 2 colony outposts on Hard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.9.b) Haven’s Fall (If you pick Selendis) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Completing this mission allows SCVs to be upgraded in the Armoury. 125’000 credits Unit Acquired: Viking Post-Mission Mercenaries: Hel’s Angels (45’000) = +45% Health, +40% Damage, 2 squads, 3 units/squad Primary Objective: Destroy Zerg infestation (4) Note: The number of infestations increases with every settlement that falls or is in risk of falling Research Granted: +3 Protoss Mission Tips: The infestation in the middle can be taken out with starting Vikings alone. The top and right infestation both have numerous anti-air spore crawlers and require some ground units as back up. The bottom infestation has minimal anti-air defence. There are 12 hidden vespene gas bonuses on this map: 6 in the bottom left corner, 2 half-way up the map & a quarter from the right, and 4 in the bottom right hand corner. Achievements: Haven’s Fall (15) - Complete all mission objectives Outpatient (10) - Beat with 3 settlements protected on Normal House Call (10) - Beat with 5 settlements protected on Hard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.10) The Dig ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 120’000 credits Unit Acquired: Siege tank Post-Mission Mercenaries: Siege Breakers (45‘000) = +35% Health, +66% Damage, 2 squads, 2 units/squad Primary Objectives: Recover Laser Drill Laser Drill must survive Destroy the Xel-Naga Temple Door Research Opportunity: +3 Protoss (Relics) 1&2) To the right of the base expansion. They are protected by a cannon, and units (depending on difficulty). A reaper can jump climb to the higher ground and take the pylon out from behind without the cannon reaching him. 3) It is two thirds of the way up on the left side. Mission Tips: To the right of the base, down the front ramp, there is a base expansion opportunity. Keep a bunker and a set of tanks on the ledge and block off the upper entrance into the main base. The Protoss will try to land transports, protected by starships) into your base after a few minutes (~75’000 health left), have some turrets on the ledge facing the Xel-Naga door to foil their plan. They will continue to periodically reattempt this strategy. After the first transport attempt, the laser drill will become available to be manually used. Give it its own group. Use it to free the relics, and protect the base from attackers. The laser is slow to switch aim, but if a swarm of units is brought into a base, it can be used to take out the Protoss structures. The protoss have 2 bases. The one to the upper right is easier to take down, it has no Nexus, and is just an industrial military complex. Try to take out key pylons that are powering stargates & warp gates or powerful enemies, and the soldiers can clean up the rest. Achievements: The Dig (15) - Complete all mission objectives. Drill Hard (10) - Kill 20 enemy units with the laser on Normal. Yippie-ki-yay… (10) - Destroy 50 protoss structures on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.11) Whispers of Doom ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this mission you are given control of Zeratul and a few stalkers. This is a micromanaging stage. Primary Objectives: Bring Zeratul to each Xel’Naga Shrine (3) Escape to the Void Seeker Zeratul must Survive Research Opportunities: +3 Protoss (complete mission) +3 Zerg (Destroy Hives) Hive #1) On the path Hive #2) There is a ledge where the Banelings were first waiting. Blink across. Hive #3) There is a ledge near where the Nydus Worms popped up. Climb up the ramp and blink across 2 ledges. The game didn’t allow me to blink back to the middle ledge because it couldn’t see the landing spot. Leave one unit in the middle ledge. Mission Tips: After each fragment is found all remaining units will be completely healed. While Karass is protecting you avoid breaking the rock blockades. The blockades will protect you from ground units, blink around them instead. Achievements: Whisper of Doom (15) - Complete all mission objectives. Stalker Delight (10) - Win with 3 or more Stalkers remaining on Normal. Merely a Flesh Wound (10) - Win without Zeratul suffering any life damage on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.12) A Sinister Turn ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mission puts you in control of a Protoss base for the first time. Primary Objectives: Power up Abandoned Base Free Preservers Research Opportunities: +3 Zerg (Complete mission) +3 Protoss (Power up abandoned structures) Note: Structures are identified on game map. Mission Tips: The top two abandoned structures are not guarded, send a probe and power them up right away. The lower right-hand abandoned structure is guarded deep within a base. The Protoss have 4 bases: one around the lower right hand structure, two in front of the preservers, and one on the left side half way up. The one on the left is the weakest base, and contains minerals, but will still take a sizable attack force to overtake. Achievements: A Sinister Turn (15) - Complete all mission objectives Out for Justice (10) - Kill all Protoss on Normal Maar-ked for Death (10) - Win within 25 minutes on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.13) Echoes of the Future ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The first part of this stage is micromanaging until you reach the Nexus with Zeratul. Then the stage turns into a Protoss mission. Primary Objectives: Reach Nexus Bring Zeratul to Overmind Tendrils (4) Zeratul must survive Research Opportunities: +4 Zerg (Complete mission) +2 Protoss (Power up the obelisks) Obelisk #1) Go north from the base with Zeratul and an observer. Go up the ramp. Zeratul can take out all the units. Obelisk #2) Go east from the base with an attack force. There will be an infested marine base take it out. There will be a ramp that leads you towards one of the tendrils. Go up, and use the attack force to take out the defending army (ground units) Mission Tips: Powering up the obelisks will gives 3 stalkers and a high templar. Each of the bases has its own defence strengths. The top base uses mostly air units. The left & bottom bases use mostly ground units. The right uses Ultralisks. In between the bottom and right tendrils there is an unpowered Robotics Bay. In between the bottom and left tendrils where the infested marine base is there is a Robotics Factory. Zeratul and a probe can make a deadly team in this mission if played carefully. Achievements: Echoes of the Future (15) - Complete all mission objectives Army of One (10) - Zeratul kills 50 units on Normal Overmind Dead Body (10) - Beat in less than 20 minutes on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.14) In Utter Darkness ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the only mission in the game where the point is to lose, but to prolong losing. There will be a total of 5 Hero units made available for this mission. Primary Objectives: Kill 1’500 Zerg Defend until the last Protoss falls Research opportunities: +3 Zerg (Kill 1500 Zerg units) +3 Protoss (Protect the Protoss Archive for 25 minutes) Mission Tips: There are 3 entrance points to your base. The top one will be attacked first. Concentrate some forces there and bring a probe & the 2 colossi past the left entrance point. There is a mineral rich base expansion there. Quickly establish a Nexus and perimeter defence. Periodically, Zerg will send in Mutalisk avoiding a frontal assault on your base expansion. It is recommended to use a strong proton cannon defence in combination with flying units as soon as it is economical. The initial ground force will not need a large boost in manpower. The Zerg will begin to send some Nydus worms into the interior of the base. Place proton cannons sporaticly throughout the base to enable the destruction of the worms before releasing oodles of Zerg. Achievements: In Utter Darkness (15) - Complete all mission objectives Semi-Glorious (10) - Kill an additional 250 units on Normal Blaze of Glory (10) - Kill an additional 750 units on Normal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.15.a) Breakout (If you pick Tosh) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 125’000 credits Unit Acquired: Spectre Primary Objectives: Destroy main prison base Tosh must survive Bonus Objectives: Kill cell block A guards (25’000 credits) Kill cell block B guards (25’000 credits) Mission Tips: Abuse Tosh’s special abilities Achievements: Breakout (15) - Complete all mission objectives. Cool Hand Tosh (10) - Beat without Tosh going below 100 health on Normal. Jailhouse Rock (10) - Beat in less than 25 minutes on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.15.b) Ghost of a Chance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 125’000 credits Unit Acquired: Ghost Primary Objectives: Destroy Jorium Stockpile Destroy Terrazine Tank Destroy Psi-Indoctrinator Nova must Survive Bonus Objectives Kill Spectres (10 spectres, 5000 credits/spectre) Mission Tips: Dominate valuable units before friendly units do any damage to it. Examples of good units to dominate are: (Tank, Raven, Battlecruiser, Brutalisk, Thor) Achievements: Ghost of a Chance (15) - Complete all mission objectives Dominate Tricks (10) - Kill 15 enemy units with a dominated unit on Normal Total Protonic Reversal (10) - Kill every enemy unit on Hard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.16) The Great Train Robbery ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 110‘000 credits Unit acquired : Diamondback Primary Objectives: Destroy Dominion Trains (8) Don’t Miss 3 Trains Bonus Objectives: Locate Diamondbacks (6) 1&2&3) Highlighted on map. 4) Up a ridge from the bottom left ramp. 5) Go north-east from the original top left diamondback highlighted on the map. 6) One third of the map up, one fifth of the map from the right. Research Opportunity: +3 Zerg (Defiler bones) 1) Shown on the map. 2) Near the top left diamondback that is highlighted. 3) At the bottom middle of the map. Mission Tips: The map has minerals and gas placed at random locations around the map. Send a couple of the marines to scour around and pick them up. There is a base expansion minimally guarded to the left of the original top left diamondback that is highlighted on the map. Achievements: The Great Train Robbery (15) - Complete all mission objectives Bully the Bullies (10) - Kill the “Marauder Kill Team” on Normal Silver Streak (10) - Don’t let a train pass by on Hard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.17) The Moebius Factor ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 120’000 Unit Acquired: Medivac Primary Objectives: Destroy Data Cores (3) Kerrigan must not access the Data Core Research Opportunity: +3 Zerg (Kill the Brutalisk) Mission Tips: This mission will release the 3rd tier of upgrades in Engineering Bay, and the Armoury. There are 22 moebius survivors in this mission: 4 barge in at the beginning, 4 become highlighted when approaching the first data core, 2 are on the way to the 2nd Data Core, 4 are at the bottom section of the 2nd Data Core platform, 3 are two-thirds of the way up in the middle of the map, and the last 5 are in a small building below the last pick-up point. By this time the “Science Vessel” should be unlocked in the laboratory use it in combination with the medivac to easily complete the mission. The Science Vessel can also be used to kill the Brutalisk by Irradiating it. Achievements: The Moebius Factor (15) - Complete all mission objective. Alive Inside! (10) - Locate all 22 moebius survivors on Normal. Hard Core (10) - Beat before Kerrigan destroys 6 abandoned structures on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.18) Cutthroat ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 120’000 Credits Unit Acquired: Vulture Primary Objectives: Buy Merc Contract before Orlans (6’000 minerals) Destroy Orlan’s Merc Fortress Research Opportunity: +3 Protoss (relics) 1) Behind salvageable scrap to the left of the lower base entrance. 2) Between the two bottom highlighted bases behind salvageable scrap touching the green lake. 3) To the left of the top highlighted base. Mission Tips: There is a lot of scrap around the map with minimal enemy units. The vultures are excellent units to pick it up unless the enemy group has a goliath, let a group of marines accompanied by a medic take them out. Scour the map picking up as much scrap as possible. The reaper is another good unit for picking up scrap because they are fast and most of the enemies are light, not armoured. In the middle section there are some scraps that can only be picked up by reapers or transports. The home base will be periodically attacked, but you don’t need to keep men armed there. Have a couple of medics sit outside the Mercenary building, if the enemy attacks buy some mercenaries to take them out. Destroy the enemy bases and port junkers that float around. After hiring Mira Han’s mercenary base take the entire force towards Orlan’s base. At this time start spending a lot of money on attacking units. When the attack force reaches the ramp heading into Orlan’s base, take only a handful of marines and medics up the ramp. Orlan will order a nuke dropped on the platform. Bring the marines and medics back down the ramp. There will be a battle cruiser protecting the command centre itself, make sure there is enough anti-air units to take it out. Achievements: Cutthroat (15) - Complete all mission objectives. Minesweeper (10) - Have 25 total kills with Vulture spider mines on Normal. Solitaire (10) - Don’t purchase any additional SCV’s before purchasing Mira Han’s contract. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.19) Supernova ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The planet's sun is going to supernova and Raynor's Raiders only have so much time to complete the mission. Instead of a standard timer, fire slowly creeps right from the left side of the map. 120'000 credits Weapon Issued: Banshee Post-Missionary Mercenaries: Dusk Wings (60‘000) = +25% Health, +50% Damage, 2 squads, 2 units/squad Primary Objectives: Clear Landing zone Destroy Artefact vault Research Opportunity: +4 Protoss (relics) 1) Out the base entrance on the right. 2) There is a path downwards continuing from the first relic, at the bottom of the path there is another relic. 3) The third relic is the up from the path out of the original base and slightly right. It is also directly above the left pathway out of the relocation base. 4) The last relic is all the way on the right of the screen about a third of the way up. Mission Tips: There is a Protoss base right . Take it out immediately. At the beginning they have minimal detectors, and forces. If they are not taken out they will harass you base until their destruction. After destroying their base 300 minerals and vespene become available. Turn the attention towards obtaining the first 2 relics. the first is manned and the second is manned and has a cannon. The game highlights a good base relocation spot available in the middle of the map, the location is weak against aerial attack, and more defensible against ground units. After taking the base, get the third relic. Continue advancing to the right. Their is another base, and its defences are more targeted at aerial attacks. The base may need to be relocated there. From here launch an attack on the artefact vault. Attach a couple of science vessels to the Banshees. Achievements: Supernova (15) - Complete all objectives Cool Running (10) - Complete mission without losing a life to the wall of fire on Normal Shock & Awe (10) - Kill 75 units or structures with cloaked banshee on Hard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.20) Maw of the Void ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 125’000 credits Unit Acquired: Battlecruiser Post-Mission Mercenaries: Jackson’s Revenge (80’000) = +30% Health, +33%Damage, 1 squad, 1 unit/squad Primary Objectives: Clear Landing Zone Destroy Xel-Naga Vault Research opportunity: +4 Protoss (Rescue Prisoners) Mission Tips: This map does not provide a lot of minerals but there is mineral, and gas balls placed around the map. Vikings are a good unit to collect them as they can transform from air to ground. While going towards the 2nd rip field generator a squad of warp prisms will try to pass by the battleships to deliver a ground force to the base. The enemy will repeat this tactic periodically, place a few turrets on the western border to counter it. There is a base expansion in the top middle available after taking out the 2nd rip field generator. Use Battleships to destroy any proton cannons within the enemy base to allow cloak units unchallenged action. Banshees and Dark Templars can easily destroy the majority of the base encampment. Have Science Vessels at the edge of the rip field to heal any ships leaving the field. If Wraiths are available produce them to destroy the enemies air forces, otherwise use Vikings. Achievements: Maw of the Void (15) - Complete all mission objectives. I Have the Power (10) - Destroy all rip field generators on Normal. Master of the Universe (10) - Don’t lose a unit inside the rip field on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.21) Engine of Destruction ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The mission starts off with some micromanaging to bring Tychus to the Odin. Tychus is under computer control the entire mission. Once the Odin is captured the mission resume being a normal base managing mission. 120’000 credits Unit Acquired: Wraith Primary Objectives: Escort Tychus to the Odin Tychus must survive Destroy all Dominion bases Odin must survive Research Opportunity: +3 Zerg (3 Devourer tissue samples) Tissue sample #1) At the beginning after taking down the marines in the micromanaging portion of the mission. Tissue sample #2) At the top of the 2nd Dominion Base. Tissue sample #3) After the opening of the 4th Dominion base. Mission Tips: Attach an SCV to the Odin. After the Starport is delivered build 2 Science Vessels and attach them to the Odin. Place defences on the right side of the base. Make sure to include some turrets as air units will attack. After Tychus destroys the 2nd Dominion base, a base expansion is available. At minimum, the SCV should be used to build some automated Refineries over the vespene mines. Use the Merc Compound and the Starport to develop a healthy air force to destroy the Loki, and to help the Odin destroy the 5th Dominion base. The Loki is found right above the 4th Dominion base’s Command Centre. It is a Battlecruiser than looks like Jackson’s Revenge. Move the air force in to attack the 5th Dominion base before Tychus begins attacking it, but avoid a frontal attack. Achievements: Engine of Destruction (15) - Complete all mission objectives Kicking Asgard - Destroy Loki on Normal Ragarok & Roll - Don’t let the Odin drop below 30% total health on Hard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.22) Media Blitz ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mission allows you to control the Odin that Tychus Finlay hustled. There are three main bases all with differing unit types. The right side is the infantry section, the left side is the airforce section, and the top is the armoured section. 120'000 credits Weapon Issued: Thor Primary Objectives: Destroy Dominion during surprise attack Access broadcast tower 1 Access broadcast tower 2 Access broadcast tower 3 Mission Tips: Attach 2 SCVs and 2 Science Vessels to the Odin. The Odin has the capacity to destroy the bases on his own, but will need some back up units when. There are two base expansions that can be annexed to the left and right of the starting base but they aren‘t required. Any ground unit can activate the network to feed the signal. The 3 bases specialize in different types of unit’s the top one focusses on armoured units, the right focuses on infantry and the left focuses on an air force. The top base is mostly armoured units The top base has the best potential to inflict the most damage on the Odin. Take it out first, and if time permits attack the left base. The top base has a Barrack and an Armoury in it. Secret Mission: Blow up the civilian building in the bottom right of the map. Secret Files will fall out of the building, collect them to be able to play the secret mission. Achievements: Media blitz (15) - Complete all objectives Seek and Destroy (10) - Destroy enemy Barrack, Starport, and Armoury on Normal Blitzkrieg (10) - Beat in less than 20 minutes on Hard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.23) Piercing the Shroud ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a micromanage mission. There are 8 starting units: Raynor, 2 medics, and 5 marines. 125’000 credits Primary Objectives: Investigate Dominion Lab Raynor must survive Research Opportunities: +4 Protoss (relics) Relic #1) Within in the holding pin after security camera 1. Relic #2) In the room with the Brutalisk. Relic #3) On the path after the Zealots and Zerg are fighting. Relic #4) Just after relic #3 destroy bottom scrap heap instead of top scrap heap. It will be found behind the scrap heap. +3 Zerg (Kill the Brutalisk) Mission Tips: For security camera #1 select the right guns. The left guns can be attacked by both the Firebats and Marines instantly, while the Firebats have to walk over to the left ones. For security camera #2 select to release 65 Zerglings. The grenades can easily kill groups of zerglings. For security station #3 select the machine to have anti-armour missiles. The personal can be taken out by exploded the gas cans next to them, and with Raynor’s Raiders. For security station #4 select the marauders if the ‘Concussive Shells’ upgrade has been selected. The marauders will be able to slow the Brutalisk down while Raynor kills it with the Ray gun. Feel free to use grenades on a whim, there is more than needed, especially on lower difficulties. After the Hybrid disappears take the time to destroy all the Pygalisk Cocoons. Achievements: Piercing the Shroud (15) - Complete all mission objectives. Not so Brutalisk (10) - Kill the Brutalisk without losing a unit on Normal. Lock & Load (10) - Locate all 13 weapon pick ups on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.24) The Gates of Hell ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Primary Objectives: Gather a Large Army (100) Destroy Nydus Worms (3) Mission Tips: There is a base expansion south-east of the starting base. Take it over quickly as a huge army will be required for this map. There are 6 Spore Cannons on the map: one within the base expansion, one right above the base expansion, one half the map up & a quarter of the map from the left, one two-thirds up & three-quarters from the left, one three-quarters up & one quarter from the left, and one three-quarters up and in the middle. Attempt to save all the drop-pods as they will bolster existing forces. One drop-pod contains a Starport, and another one contains a Factory. The last 4 drop-pods come in pairs forcing the army to separate into groups if it wants to attempt to save both. These drop pods contain the most valuable units. Achievements: The Gates of Hell (15) - Complete all mission objectives. The Big Bang Cannon (10) - Destroy all spore cannons on Normal. Dominion Round-up (10) - Rescue all 10 drop-pods on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.25.a) Belly of the Beast (No Nydus Worms) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a micromanaging mission that gives control of Swann, Raynor, Tychus, and Stetman. Primary Objectives: Plant seismic charges at each fissure (3) Run to Extraction Point Mission Tips: Save all friendly groups. The first group is protected by an Abberation, and Spine Colonies. The second group is protected by a swarm of infested marines. The third group is protected by a Omegalisk, a Villian unit and an upgraded form of the Brutalisk. The units saved advance to the next map. The third seismic charge will bring about a Zerg Queen. A dangerous Villian unit. Destroy the Zerg cocoons before the Queen pops them open releasing Zerg units. After killing the Queen, the mission will continue and the party will have to escape to the extraction point before the lava incapacitates them. Achievements: Belly of the Beast (15) - Complete all mission objectives. Unbreakable (10) - Win without letting any Hero unit fall incapacitated on Normal. One Shot, 50 Kills (10) - Kill 50 units with a single penetrator round on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.25.b) Shatter the Sky(no Mutalisks & Brood Lords) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Primary Objective Destroy the Coolant Towers (4) Bonus Objective: Kill Leviathon Mission Tips: The 4 bases have different defensive capabilities: the middle section is a weak all purpose base, the left is an anti-ground base, the right is an anti-air base, and the bottom base is an anti-ground & anti-air base. The Leviathon is a Villian unit that can spawn mutalisks. It will appear after blowing up the 2nd coolant tower. Make sure a powerful air force is available. Goliath units combined with the air force work well as a counter measure to the Leviathon. Achievements: Shatter the Sky (15) - Complete all mission objectives . Demolition Man (10)- Win without losing a man to a platform explosion. Speed Too (10) - Beat in less than 25 minutes on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.26) All In ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Primary Objective: Defend artefact Mission Tips: Matt and the Adjent warn before the Nydus Worms, air force, or Kerrigan approaches the base. A strong anti-ground force is required against the Nydus worms, and an strong anti-air perimeter and mobile air force are required against the Zerg air force. A little before halfway through the mission (~40%) a massive of Overlords will swarm the base. Ensure there are missile turrets surrounding the base to prevent the Zerg from overwhelming the interior of the base. The artefact damages Kerrigan, as well as heavily damaging all Zerg units within a large radius of the artefact. If “Scatter the Sky” was selected, the Leviathon Villian unit will appear around 70% done the mission. Use the artefact to damage it, or if being overwhelmed. Achievements: All In (15) - Complete all mission objectives. Burn & Turn (10) - Kill 150 Zerg units with the artefact on Normal. Aces High (10) - Use the Artefact only once on Hard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) Upgrade options ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The game only provides 2’310’000 credits if all missions have been completed, and all research opportunities have been maximized. The total cost of all upgrades is 3'945'000 credits (Spectre) or 3930 (Ghost). Mercs upgrades = 325’000 Dominion upgrades = 495’000 (Spectre) or 480'000 (Ghost) Spectre -> Psionic Lash = 200 damage to target unit -> 100’000 -> Nyx-Class Cloaking Module = Cloak no longer requires energy -> 125’000 Ghost -> Ocular Implants = +2 range, +3 sight radius -> 85’000 -> Crius Suit = Cloak no longer requires energy -> 125’000 Thor -> 330mm Barrage Cannon = Massive area damage that stuns central targets -> 130’000 -> Immortality Protocol = Destroyed Thors can reactivate in the field -> 140’000 Base upgrades = 575’000 Bunkers -> Projectile Accelerator = +1 range -> 40’000 -> Neosteel Bunker = 2 additional slots -> 60’000 Turrets -> Titanium Housing = +75 life -> 50’000 -> Hellstorm Batteries = gain a second attack that causes area damage -> 80’000 SCV -> Advanced Construction = Multiple SCVs can build a structure at the same time reducing the build time with each SCV without increasing the build cost -> 60’000 -> Dual-Fusion Welders = SCVs repair twice as fast -> 80’000 Buildings -> Fire Suppression system = automatically put out building fires, and repair them back to 50% total health -> 90’000 -> Orbital Command = Grants scanner sweep and MULE calldown abilities. Scanner sweep reveals an area in the fog of war for 12 seconds. Calldown MULE requests a temporary robot miner by drop-pod. -> 125’000 Infantry upgrades = 695’000 Marine -> Stimpacks = An ability that takes 10 damage but causes the marines to fire and move 50% faster for 15 seconds -> 50’000 -> Combat Shield = +10 life -> 60’000 Medic -> Advanced Medic Facilities = Medics no longer require the tech lab add-on -> 60’000 ->Stabilizer Medpack = Medics heal targets 25% faster, and use 33% less energy -> 105’000 Firebat -> Incinerator Gauntlets = gain a 40% larger area attack -> 40’000 -> Juggernaut Plating = +2 armour -> 85’000 Marauder -> Concussive Shells = Slows all units in target area -> 70’000 -> Kinetic Foam = +25 Health -> 90’000 Reaper -> U-238 rounds = Reapers receive +1 range, & +3 damage to light armour -> 60’000 -> G-4 Clusterbomb = Anti-personnel charge that ejects smaller payloads in a radius for increased damage with a large blasting radius -> 75’000 Vehicle upgrades = 750’000 Hellion ->Twin-linked Flamethrower = Doubles width of flame attack -> 40’000 -> Thermite Filaments = Hellions do an additional +10 damage to light armour -> 60’000 Vulture -> Cerberus Mines = Increases mine blast radius, and mine trigger radius by 33% -> 50’000 -> Replenishable Magazine = Can replenish mines in the field (15 minerals/mine) -> 60’000 Goliath -> Multi-lock Weapons System = Fire both weapons simultaneously -> 50’000 -> Ares Class Targeting System = +3 missile range, +1 cannon range -> 80’000 Diamondback -> Trilithium Power Cell = +1 range -> 75’000 -> Shaped Hull = +50 life -> 90’000 Siege Tank -> Maelstrom Rounds = +40 damage to primary target, but the splash damage stays the same -> 105’000 -> Shaped Blast = Shock cannon does 75% less damage to friendly units -> 140’000 Starship upgrades = 1’105’000 Medivac -> Rapid Deployment Tube = Medivacs deploy units almost instantly -> 50’000 -> Advanced Healing AI = Heal 2 targets at once -> 115’000 Wraiths -> Tomahawk Power Cells = Wraiths start with +100 energy -> 80’000 -> Displacement Field = Evade 20% of attacks when cloaked -> 125’000 Viking -> Rip Wave Missiles = Missiles do area damage -> 75’000 -> Phobes Class Weapons System = +2 missile range, +1 cannon range -> 90’000 Banshee -> Cross Spectrum Dampeners = Can remain cloaked twice as long -> 80’000 -> Shockwave Missile Battery = Banshees fire multiple missiles in a line -> 110’000 Battlecruiser -> Missile pods = An ability that does area damage to air targets -> 140’000 -> Defensive Matrix = An ability that absorbs 200 damage by failing -> 150’000 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4) Laboratory Research ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Protoss (5) Ultra Capacitors (Y)= +5% attack speed with every weapons upgrade from the Engineering Bay or Armoury. Vanadium Plating (x) = +5% health with every armour upgrade from the Engineering Bay or Armoury. Offence to be the best defence. Protoss (10) Orbital Depot (Y) = Supply Depots are built instantly Micro-filtering (x) =Refineries produce vespene gas 25% quicker. This applies to Automated Refineries. If Automated Refinery is selected all mission will have ample supply of vespene gas if the geysers are capped without the micro filtering. Orbital Depot allows the SCV to mine minerals instead of building. Protoss (15) Automated Refinery (Y) = Refinery no longer requires SCVs to harvest vespene. Command Centre Reactor (x) = Allows 2 SCVs to be produced at one time. The Automated Refinery is a selection that the base is constantly profiting from in both vespene gas and minerals by not having to divert SCVs away from mineral mining. The Command Centre Reactor only benefit’s the base at the beginning of each mission. Another advantage of the Automated Refinery is the ability to cap a geyser without requiring a base to be built next to the geyser. Protoss (20) Raven (x) = A detector that can drop auto-turrets, place point defence drones, and deploy seeker missiles. It is built at the Starport. Science Vessel(Y) - A detector that can irradiate units, and repair mechanical units. It is built at the Starport. The Raven has a 2 abilities that can inflict damage, and 1 that can prevent damage, but the ability to repair mechanical units, and irradiate biological units is too powerful a combonation to give up. A few science vessels alongside mechanical units vastly increases there lifespan by healing them, and poisoning powerful zerg units. Protoss (25) Tech Reactor (Y) = Combines Tech Lab and Reactor. Orbital Strike (x) = Barracks units arrive by drop-pod at Barracks rally point. The Tech Reactor applies to Barracks, Factories, and Starports making higher level unit production very quick. Orbital Strike allows only infantry units to be dropped at the front lines. Zerg (5) Shrike Turret (Y) = Outfits bunkers with an auto-turret Fortified Bunker (x) = Gives bunkers an additional 150 life Bunkers should have an SCV within reach in case of an attack giving the bunker almost limitless health. The Shrike Turret makes the bunker instantly defensible against lower units. Again, offense is the best defence. Zerg (10) Planetary Fortress (x) = Command Centre can upgrade to Planetary Fortress which grants extra armour, and a Twin Ibiks cannon , but cannot lift off. Perdition Turret (Y) = A flame turret that does massive area damage, and conceals itself when not in combat. The Planetary Fortress removes one of the key aspects of Terran buildings, that it can move. No unit should be able to come close enough to the base to attack your Command Centre. The Command Centre aspect of it could be ignored to just make it a defensive building in its own right but it is too large and expensive to be cost-efficient. The typical defensive structure for Terrans is a line of Supply Depots with Bunkers behind them, and Siege Tanks behind the Bunkers. Putting Perdition Turrets in front of the Supply Depots just adds another layer of depth to the defensive matrix. Zerg (15) Predator (x) = Anti infantry specialist that periodically emits a powerful area shock attack. It is built at the Factory. Hercules (Y) = A massive transport ship (30 unit slots) that can deploy loaded units almost instantly, and ensure units will survive by drop-pods even if the Hercules is destroyed. It is built at the Starport and requires the Core Reactor. The Terrans already have some powerful anti-infantry units. Hercules offers a very powerful invasion unit due to the large number of units it can load, and due to its ability for the loaded troops to never be shot down. Zerg (20) Cellular Reactor (x) = Specialist start with +100 energy, and gain +100 maximum energy. Regenerative Biosteel (Y) = Ships and Vehicles slowly regenerate health. Regenerative Biosteel in conjunction with Science Vessels makes mechanical units very hardy. Zerg (25) Hive Mind Emulator (x) = A defensive structure that can permanently mind-control Zerg units. Psi-Disrupter (Y) = A defensive structure that provides a constant effect of slowing movement and attack speed of nearby Zerg. The last 3 missions are at the Zerg home world of Char. By this time you should be quite comfortable in how to use your own units that you don’t need the Zerg. The Psi-Disrupter will especially become valuable in the last mission when it is mainly a swarm of lower end unit attacking your base semi-constantly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5) Unit Info ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This guide is intended for campaign use, and will not have complete information on the zerg because they are unplayable. The Protoss have some playable missions and have more details. The Hero and Villian units will not be seperated by race. There are some structures that can attack, and they are covered in the structure section. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.1) Terran units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Transportation slots can differ from the amount of supplies required to build a unit. Barracks Marine: 50 mineral, 1 unit of supply, 25 seconds to produce Light biological unit Life = 45, Armour = 0, Movement = 2.25 Transportation slot = 1 Weapon = 6 every 0.86 seconds, range = 5, ground and air attack Medic: 75 mineral, 50 gas, 2 units of supply, 25 seconds to produce Light biological unit Life = 60, Energy = 200, Armour = 2, Movement = 2.25 Transportation slot = 1 Ability: Heal -> Heals biological units, gives 3 life for every energy Marauder: 100 mineral, 25 gas, 2 units of supply, 30 seconds to produce Armoured biological unit Life = 100, Armour = 1, Movement = 2.25 Transportation slot = 2 Weapon = 10 (20 vs armoured) every 1.5 seconds, range = 6, ground attack Firebat: 100 mineral, 25 gas, 2 units of supply, 30 seconds to produce Armoured biological unit Life = 100, Armour = 1, Movement = 2.25 Transportation slot = 2 Weapons (2) = 8 (12 vs light) every 1.4 seconds, range = 2, ground attack Reaper: 50 mineral, 50 gas, 1 unit of supply, 40 seconds to produce Light biological unit Life = 50, Armour = 0, Movement = 3.84 Transportation slot = 2 Weapons (2) = 4 (9 vs light) every 1.1 seconds, range 4.5, ground attack Weapon = 33 every 1.8 seconds, range = 5, building attack Spectre: 150 mineral, 150 gas, 2 units of supply, 50 seconds to produce Psionic biological unit Life = 80, Armour = 0, Movement = 2.75 Transportation slot = 2 Weapon = 15 (20 vs armour) every 2 seconds, range = 6, ground and air attack Requires: Shadow Ops Ability: Hold Fire Ability: Cloak, costs 25 energy to begin cloaking, 0.9energy/second of cloaking Ability: Ultrasonic Pulse = stuns enemies for a time, 3 second cooldown, costs 50 energy Ability: Tactical Nuke --> Nuke: 100 mineral, 100 gas, 60 seconds to produce --> Weapon = 300 (+200 vs structures) at 20 seconds, large radius Ghost: 150 mineral, 150 gas, 2 units of supply, 40 seconds to produce Psionic, biological unit Life = 100, Armour = 0, Movement = 2.25 Transportation slot = 2 Weapon = 10 (20 vs light) every 1.5 seconds, range = 6, ground and air attack Requires: Shadow Ops Ability: Hold Fire Ability: Cloak, costs 25 energy to begin cloaking, 0.9energy/second of cloaking Ability: Snipe = deals 45 damage ignoring armour. Costs 25 energy. Ability: Tactical Nuke --> Nuke: 100 mineral, 100 gas, 60 seconds to produce --> Weapon = 300 (+200 vs structures) at 20 seconds, large radius Command Centre SCV: 50 mineral, 1 unit of supply, 17 seconds to produce Light biological and mechanical unit Life = 45, Armour = 0, Movement = 2.81 Transportation slot = 1 Weapon = 5 every 1.5 seconds, range melee, ground attack Ability: Repair units and structure Ability: Mine minerals, and harvest gas Ability: Build structures Factory Vultures: 75 mineral, 2 units of supply, 25 seconds to produce Light mechanical unit Life = 75, Armour = 1, Movement = 4.25 Transportation slot = 2 Weapon = 10 (25 vs armoured) every 1.69 seconds, range = 6, ground attack Ability: Deploy spider mine ->Spider Mine: 15 minerals if Vulture upgrade "Replenishable Magazine" is selected ->Life = 25, Armour = 0 ->Weapon = 70 at 0.83 seconds, range = melee, ground attack Hellion: 100 mineral, 2 units of supply, 30 seconds to produce Light mechanical unit Life = 100, Armour = 0, Movement = 4.25 Transportation slot = 2 Weapon = 10 (18 vs light) every 2.5 seconds, range = 5, ground area attack Seige Tank: 150 mineral, 125 gas, 3 units of supply, 45 seconds to produce Armoured mechanical unit Life = 150, Armour = 1, Movement = 2.25 Transportation slot = 4 Weapon = 15 (25 vs armoured) every 1.04 seconds, range = 7, ground attack Weapon (seige) = 60 every 3 seconds, range 13, ground area attack Diamondback: 150 mineral, 150 gas, 4 units of supply, 50 seconds to produce Armoured mechanical unit Life = 200, Armour = 1, Movement = 2.95 Transportation slot = 4 Weapon = 20 (40 vs armoured) every 2 seconds, range = 6, ground attack Goliath: 150 mineral, 50 gas, 3 units of supply, 40 seconds to produce Armoured mechanical unit Life = 125, Armour = 1, Movement = 2.69 Transportation slot = 2 Weapons (2) = 8 (16 vs armoured) every 1.5 seconds, range = 6, air attack Weapon = 18 every 1.5 seconds, range = 6, ground attack Thor: 300 minerals, 200 gas, 6 units of supply, 60 seconds to produce Massive armoured mechanical unit Life = 400, Energy = 200, Armour = 1, Movement = 1.88 Transportation slot = 8 Weapons (4) = 8 (12 vs light) every 3 seconds, range = 10, air attack Weapons (2) = 45 every 1.93 seconds, range = 7, ground attack Requires: Armoury Ability: 230mm Strike Cannons = 500 damage over 6 seconds stunning target unit. Costs 100 energy with 2 second cooldown Predator: 100 mineral, 100 gas, 3 units of supply, 40 seconds to produce Armoured mechanical unit Life = 140, Armour = 1, Movement = 4 Transportation slot = 2 Weapon = 15 every 1 seconds, range = melee, ground attack Ability: Unleashes deadly electrical field with each attack causing 20 damage Starport Viking: 150 mineral, 75 gas, 2 units of supply, 42 seconds to produce Armoured mechanical unit Life = 125, Armour = 0, Movement (air) = 2.75, Movement (ground) = 2.25 Transportation slot = 2 Weapons(2) = 10 (14 vs armoured) every 2 seconds, range = 9, air attack Weapon = 14 every second, range = 6, ground attack Medivac: 100 mineral, 100 gas, 2 units of supply, 42 seconds to produce Armoured mechanical unit Life = 150, Energy = 200, Armour = 1, Movement = 2.75 Ability: Heal = Heals biological units, gives 3 life for every energy Ability: Transport = Has 8 unit slots Wraith: 150 mineral, 150 gas, 2 units of supply, 50 seconds to produce Armoured mechanical unit Life = 125, Energy = 200, Armour = 0, Movement = 3.75 Weapons (2) = 5 (10 vs armour) every 1.25 seconds, range = 5, air attack Weapon = 8 every 1.69 seconds, range = 5, ground attack Ability: Cloak, costs 25 starting energy, 0.9 energy/second cloaked Raven: 100 mineral, 200 gas, 2 units of supply, 60 seconds to produce Light mechanical unit Life = 140, Energy = 200, Armoured = 1, Movement = 2.25 Ability: Detector Ability: Deploy Auto-turret, costs 50 energy, lasts upto 180 seconds -> Auto-turret -> Armoured mechanical structure -> Life = 150, Armour = 1 -> Weapon = 8 every 0.8 seconds, range = 6, ground and air attack Ability: Deploy Point Systems Defense Drone, costs 100 energy, lasts upto 180 seconds -> Point Systems Defense Drone -> Light mechanical structure -> Life = 50, Energy = 200, Armour = 0 -> cost 10 energy for every each missile deflected Ability: Seeker Missile = 100 area damage missile that chases target for 15 seconds. costs 125 energy Science Vessel: 100 mineral, 200 gas, 2 units of supply, 60 seconds to produce Light mechanical unit Life = 200, Energy = 200, Armour = 1, Movement = 2 Ability: Detector Ability: Heal = Repairs mechanical unit, gives 3 life for every 1 energy Ability: Irradiate = Gases unit causing all biological units in immediate area, including inflicted unit to take damage. Lasts 30 seconds and does up to 250 damage Banshee: 150 mineral, 100 gas, 3 units of supply, 60 seconds to produce Light mechanical unit Life = 140, Armour = 0, Movement = 2.75 Weapons (2) = 12 every 1.25 seconds, range = 6, ground attack Hercules: 300 minerals, 200 gas, 6 units of supply, 70 seconds to produce unit Life = 500, Armour = 3, Movement = 2.75 Requires: Fusion Core Ability: Transport = Has 30 unit slots Ability: Guarenteed transportation = If the Hercules is destroyed the transported units survive via drop-pods with 73.3% of of their previous health Ability: Rapid deployment = Deploys units almost instantaneously Battlecruiser: 400 mineral, 300 gas, 6 units of supply, 110 seconds to produce Massive armoured unit Life = 550, Energy = 200, Armour = 3, Movement = 1.41 Weapon = 10 every 0.23 seconds, range = 6, ground attack Weapon = 6 every 0.23 seconds, range = 6, air attack Requires: Fusion Core Ability: Yamato Cannon = 300 damage, 3 second cooldown, costs 125 energy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.2) Protoss units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gateway Zealot: 100 minerals, 2 units of supply, 33 seconds to produce Light biological unit Life = 100, Armour = 1, Movement = 2.75 Shield = 50, Shield armour = 0 Transportation slots = 2 Weapon (2) = 8 every 1.2 seconds, range = melee, ground attack Ability: Charge = Increases speed of Protoss unit while approaching enemy unit. The cooldown is 10 seconds. Stalker: 125 mineral, 50 gas, 2 units of supply, 42 seconds to produce Armoured mechanical unit Life = 80, Armour = 1, Movement = 2.95 Shield = 80, Shield armour = 0 Transportation slots = 2 Weapon = 10 (14 vs armour) every 1.44 seconds, range = 6, air and ground attack Requires: Cybernetic Core Ability: Blink = Instantaneously transport unit a short distance. The cooldown takes 10 seconds Sentry: 50 mineral, 100 gas, 2 units of supply Light mechanical psionic unit Life = 40, Energy = 200, Armour = 1, Movement = 2.25 Shield = 40, Shield armour = 0 Transportation slots = 2 Weapon = 6 every 1 second, range = 5, ground and air attack Requires: Cybernetic Core Ability: Force field = A barrier impeding movement for 15 seconds. Costs 50 energy Ability: Guardian Shield = An aura with a range of 4 reducing incoming ranged attack damage by 2 lasting 15 seconds. Only protects friendly units. Costs 75 energy. Ability: Hallucinate = Creates an illusion of a unit. Unit can't use any abilities, or cause any damage. Unit does not recieve any armour bonuses, and takes double the attackers natural damage. Costs 100 energy. -> 4 Probes, 2 Zealots, 2 Stalkers, 1 Immortal, 2 High Templar 1 Archon, 1 Void Ray, 1 Pheonix, 1 Warp prism, or 1 Colossus Dark Templar: 125 minerals, 125 gas, 2 units of supply, 55 seconds to produce Light biological psionic unit Life = 40, Armour = 1, Movement = 2.81 Shield = 80, Shield armour = 0 Transportation slots = 2 Weapon = 45 every 1.69 seconds, range = melee, ground attack Requires: Dark Shrine Ability: Permanently cloaked High Templar: 50 mineral, 150 gas, 2 units of supply, 55 seconds to produce Light biological psionic unit Life = 40, Energy = 200, Armour = 0, Movement = 1.88 Shield = 40, Shield armour = 0 Transportation slots = 2 Requires: Templar Archives Ability:Feedback = The inflicted enemy will suffer 1 damage for every point of energy the unit has at the time of attack. Costs 50 energy. Ability: Psionic Storm = Creates a storm capable of inflicting up to 80 damage over 4 seconds to all enemies within it. Costs 75 energy. The cooldown takes 3 seconds Ability: Merge = Two High Templars can combined to make a new unit. -> Archon: 17 seconds to produce -> -> Life = 10, Armour = 0, Movement = 2.81 -> Shield = 350, Shield armour = 0 -> Weapon = 20 splash (30 vs biological) every 1.75 seconds -> Range = 2, ground and air attack Nexus Probe: 50 mineral, 1 unit of supply, 17 seconds to produce Light mechanical unit Life = 20, Armour = 0, Movement = 2.81 Shield = 20, Shield armour = 0 Transportation slots = 1 Weapon = 5 every 1.5 seconds, range = melee, ground attack Ability: Can mine minerals, and harvest gas Ability: Can warp in structures Mothership: 400 mineral, 400 gas, 8 units of supply, 160 seconds to produce Massive armoured mechanical psionic unit Life = 350, Energy = 200, Armour = 2, Movement = 1.41 Shield = 350, Shield armour = 0 Weapon (6) = 6 every 2.21 seconds, range = 7, ground and air attack Requires: No other Mothership owned, and the Fleet Beacon. Ability: Cloaking field = passively cloaks all nearby friendly units and structures Ability: Mass Recall = Teleport all units owned by player in targeted area to the Mothership. Costs 100 energy. Ability: Vortex = Sucks all ground and air units from targeted area into a vortex where they are invulnerable. Lasts for 20 seconds. Costs 100 energy. Robitics Facility Immortal: 250 mineral, 100 gas, 4 unit, 40 seconds to produce Armoured mechanical unit Life = 200, Armour = 1, Movement = 2.25 Shield = 100, Shield armour = 0 Weapon = 20 (50 vs armour) every 1.45 seconds, range = 5, ground attack Ability: Hardened Shell = Max damage becomes 10 if shields are still active Observer: 50 mineral, 100 gas, 1 unit of supply, 40 seconds to produce Light mechanical unit Life = 40, Armour = 0, Movement = 2.81 Shield = 20, Shield armour = 0 Ability: Permenantly cloaked Ability: Detector Colossi: 300 mineral, 200 gas, 6 units of supply, 75 seconds to produce Massive armoured mechanical unit Life = 200, Armour = 1, Movement = 2.25 Shield = 150, Shield armour = 0 Weapon (2) = 20 every 2.2 seconds, range = 9, ground attack Requires = Robotics Bay Ability: Can walk up ledges Warp Prism: Armoured mechanical psionic unit Life = 100, Armour = 0, Movement = 2.5 Shield = 40, Shield armour = 0 Ability: Phasing mode -> transforms becoming immobile but providing a power radius similar to a pylon Ability: Transport = Has 8 unit slots Stargate Phoenix: 150 mineral, 100 gas, 2 units of supply, 45 seconds to produce Light mechanical unit Life = 120, Energy = 200, Armour = 0, Movement = 4.25 Shield = 60, Shield armour = 0 Weapon (2)= 5 (10 vs light) every 1.11 seconds, range = 4, air attack Void Ray: 250 mineral, 150 gas, 3 units of supply, 60 seconds to produce Armoured mechanical unit Life = 150, Armour = 0, Movement = 3.38 Shield = 100, Shield armour = 0 Weapon = 2 (6 vs armour) every 0.6 seconds, range = 6, air and ground attack Ability: Prismatic Beam = Damage output increase with the length of time Void Ray remains on single target. Carrier: 350 mineral, 250 gas, 6 units, 120 seconds Massive armoured mechanical unit Life = 300, Armour = 2, Movement = 1.88 Shield = 150, Shield armour = 0 Requires = Fleet Beacon Ability: Produce upto 8 Interceptors -> Interceptors: 25 minerals, 8 seconds to produce -> Light mechanical unit -> Life = 40, Armour = 0, Shield = 40, Shield armour = 0 -> Weapon (2) = 5 every 1 second, range = 8, ground and air attack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.3) Zerg units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To be added in the next edition. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.4) Hero units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To be added in the next edition ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.5) Villian units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To be added in the next edition ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6) Structure info ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To be added in the next edition. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7) FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q --- You are so cool! How do I thank you? A --- Send me an email at firstname.lastname@example.org Q --- Is your girlfriend HAWT? A --- Yes, stay the HELL away from her. Q --- You missed something, or I think you should add something. A --- That wasn’t a question. :@!!! But serious feel free to email me about it, and if I wasn’t already going to add it to the walkthrough I will. You would Q --- The armory and engineering bay upgrades, are triggered by mission number only, and not particular missions. -Dave A --- Thank you for pointing this out Dave! :) receive credit at the bottom of the walkthrough.
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